#version 400

layout(location=0) in vec4 in_Position;
layout(location=1) in vec4 in_Color;

//uniform mat4 mModelMatrix;
//uniform mat4 mViewMatrix;
//uniform mat4 mProjectionMatrix;
uniform mat4 mModelViewProjectionMatrix;

out vec4 ex_Color;

void main(void)
{
	//mat4 mViewMatrixInverse = inverse( mViewMatrix );
	//mat4 mViewMatrixInverse = mViewMatrix.inverse(  );
	//gl_Position	= mProjectionMatrix * mViewMatrix * mModelMatrix * in_Position;
	gl_Position	= mModelViewProjectionMatrix * in_Position;
	//gl_Position	= mProjectionMatrix * mViewMatrixInverse * mModelMatrix * in_Position;
	//gl_Position	= mViewMatrix * mModelMatrix * in_Position;
	ex_Color	= in_Color;
}
